You are on page 1of 4

Abilities

Raw Abilities

Mouse Nature

Rating Advancement

Special Abilities

P:mmmmmm
F: mmmmm

Will

Health

Rating Advancement

4
2

Resources

P:mmmmm
F: mmmm

Circles

P:mmmmmmmmm
F: mmmmmmmmm
P:mmmmmmmmm
F: mmmmmmmmm

Rating Advancement

Versus Tests: The player must generate more


successes than his opponent.

Skill

Rating Advancement

Fighter

P:mmmmm
F: mmmm

Healer

P:mmmmm
F: mmmm

Deceiver

P:mmmmm
F: mmmm

Hunter

P:mmmmm
F: mmmm

Persuader

P:mmmmm
F: mmmm

Instructor

P:mmmmm
F: mmmm

Clear&Sunny-Wise

P:mmmmm
F: mmmm

Pathfinder

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

Scout

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

4
3
2
2
3

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

P:mmmmm
F: mmmm

Survivalist
Weather Watcher

Scientist
Archivist
Lore Mouse
Cartographer

Conditions
Hungry/Thirsty
-1 to disposition to any conflict.

Angry (Ob 2 Will)


-1 to disposition for any conflict
that uses Will as its base.

Tired (Ob 3 Health)


-1 to disposition to any conflict.

Injured (Ob 4 Health)


-1D to skills, Nature, Will and
Health (but not recovery).

Sick (Ob 4 Will)


-1D to skills, Nature, Will and
Health (but not recovery).

Orator

Traits

Trait Name

Inquisitive
Bold
Fearless
Quick Witted

Basic Dice Rules

When testing, roll the number of dice


listed with your ability or skill.
Independent Tests: The player must roll 4s or
better (successes) equal to the obstacle.

P:mmmmm
F: mmmm

Skills
Skill

Mouse Guard

Trait Level

1
1
1
2

P:mmmmm
F: mmmm

Used For Used Against

1:m 2:m 3:m

mmmmmm

1:m 2:m 3:m

mmmmmm

1:m 2:m 3:m

mmmmmm

1:m 2:m 3:m

mmmmmm

1:m 2:m 3:m

mmmmmm

Trait Benefits: Level 1: +1D per session; Level 2: +1D per


appropriate roll; Level 3: Reroll failed dice once per session.
2010 Luke Crane and David Petersen. All Rights Reserved.
Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/

I Am Wise: The player may add +1D by


incorporating one of their related Wises.
Teamwork: Help from another player adds +1D

Nature Rules

Mouse Nature can be used for escaping,


climbing, hiding, and foraging.
Acting with your Nature: Use Nature in place
of any relevant skill.
Acting against Nature: Use Nature in place of
any ability or skill, if test is failed, Nature is taxed
by the margin of failure.
Tapping Nature: You may spend a persona point
to add your Nature rank to any roll aside from
Resources and Circles. If outside of your Nature,
the ability is automatically taxed by 1. If the roll
is failed, Nature is taxed by margin of failure.

Advancement Rules
P= Pass; successful tests. F= Fail; failed tests.
Advancement requires: Passed tests equal to the
skill rank and Failed tests equal to one less than
the rank.
Learning a new skill requires: tests equal to
Nature rank.

Using Traits and Checks


Earning Checks by Using Traits
Against Yourself
1: -1D to any test earns one check for the Players
Turn.
2: +2D to opponents versus test earns two
checks for the Players Turn.
2: Breaking versus test tie in opponents favor
earns two checks for the Platers Turn.

Spending Checks in the Players Turn


1: One test during Players Turn costs one check.
2: Recovery during GMs Turn costs two checks.
3: Elevate trait for remainder of session costs three.
2/4:It costs two checks to recharge a used level 1
trait, four checks for level 2.

Name: Nolan Hoffmouse

Parents: Gale Hoffmouse(mom) Guild Archivalist

Age: 17

Senior Artisan: Finn Hoffmouse(dad) Guild Cartographer

Home:

Mentor: Weather Watcher Gamlion

Spruce Tuck

Fur Color: Brown

Friend:

Archivist Aprentice Brynn(Crush)

Guard Rank: Tenderpaw

Enemy:

Garrett Sword Weilding Tenderpaw (bully)

Fate

One point alllows you to reroll


any axes ( ) as new dice

Persona

Add one die per point


spent or tap Nature

Senior: When in Lockhaven, your senior will provide


help and supplies as appropriate to his trade.
Mentor: If available, Mentors will help only in
times of great danger. They will never do your duty
for you.
Friend: If available, a friend will help with tests in
which hes skilled.

Cloak Color:
Rewards

Relationship Rules
Parents: If in your home city, your parents will help
you recover from being hungry, thirsty or tired. They
can also provide supplies or tools where appropriate.

Belief
Playing a
Belief earns
a Fate Point

Goal
Accomplishing
a Goal earns a
Persona Point

Instinct

It is through science and knowlege that the mouseguard thrives. While


Fighting is sometimes nesicary it is never Good.

Enemy: Your enemy will hinder you at every


opportunity.

Conflict Goal

As a Wether Watcher it is important that I observe the weather patterns


no matter in addition to the mission.

It's not my fault I get side tracked, Studying things is just so much fun.

Playing an
Instinct earns
a Fate Point

Conflict Actions
Action 1
m Attack
m Defend
m Feint
m Maneuver

Action 2
m Attack
m Defend
m Feint
m Maneuver

Action 3
m Attack
m Defend
m Feint
m Maneuver

Disposition
Starting Current

A D F M
A
D
F
M

Gear and Possessions

Draw your mouse.

Heavy Coat With A Great Amount of Pockets,A Satchel with full of pappers, charts, scrlls, pens,ink and other work supllies.
A Crossbow, Telescope, extendable magnifing glass.

Dice:

Successes

Gear is limited to what you can carry (as depicted by you on the sketch above).
Possessions are kept in Lockhaven or another location.

Contacts

Snakes
2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/

Swords

Axe

Mouse Guard gm sheet


Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:

Character Name:
Home:
Mentor:

Missed Session/Prologue:
Specialty:
Friend:
Enemy:

Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:

Character Name:
Home:
Mentor:

Missed Session/Prologue:
Specialty:
Friend:
Enemy:

Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:

Character Name:
Home:
Mentor:

Missed Session/Prologue:
Specialty:
Friend:
Enemy:

Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:

Character Name:
Home:
Mentor:

Missed Session/Prologue:
Specialty:
Friend:
Enemy:

Player Name:
Parents:
Senior Artisan:
Belief:
Goal:
Instinct:

Character Name:
Home:
Mentor:

Missed Session/Prologue:
Specialty:
Friend:
Enemy:

2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/

Mission
Choose obstacles (start with two of four):

Weather:
Wilderness:

Major Compromise

GMs Turn

Winner lost more than half Disposition.


Lower gets most of their Goal.
Or loser introduces a Major Twist.
Or winner is Sick and Tired.
Or winner is Sick or Injured, plus other
terms.

The GM assigns a mission (p66):


Via Gwendolyn.
Via a message from Lockhaven.
Organically from events of last
mission.

Players write Goals:

Animals:

Or winner picks two: Sick, Angry, or


Injured.

Goals should be different. GM notes


goals.

Mice:

Or if a fight, loser is alive but suffers


all conditions and must reduce Circles
and Resources by 1.

Describe first obstacle:

Compromise in
Conflicts
The rules for Compromise are described
on page 115.

Minor Compromise
Winner lost less than half their
Disposition.
Loser gets a small part of their Goal.
Or winner is Tired or Angry.
Or if a fight, loser dies but gets one
last act.
Or if a group fight, one or two of the
losers die, the rest are Injured.

Compromise

Or loser gets half their Goal.


Or loser introduces a Minor Twist.
Or winner is Thirsty and Angry.
Or winner is Injured.
Or winner is Tired, Thirsty or Angry
plus other terms.
Or if a fight, loser begs for mercy.
Or if a fight, lower dies but gets a
major Compromise.
Or if a group fight, one winner dies,
the rest are Injured.

Session Procedure
Declare Weather
Consult the weather by season in the
Seasons chapter.

Note New Beliefs, Instincts


PCs update Beliefs (p29, 42), Instincts
(p30, 47).

Prologue
One player gives the prologue (p56).
His character recovers:
Hungry, and one of either Thirsty,
Angry, or Tired.
Or 1 point of taxed Nature.
Different PC gives the prologue each time.
Note what details the player remembered.

Missing a Session
The player describes where their
character was (p78). Then he may
(in this order):
Recover Hungry and one of either
Thirsty, ANgry, or Tired.
Or gain 1 point of taxed Nature
Or gain 1 test (pass or fail) for
advancement.

Conflict Goal

If the PCs fail:


They succeed, but with a condition.
Or add a twist with a new obstacle.

Use Twists to:


Challenge Beliefs.
Threaten Goals.
Trigger Instincts.
Play Goals against Beliefs.
Play Beliefs against Beliefs.
Play Goals against Goals.
Involve Contacts as obstacles.
Use Enemies as allies.
Threaten Parents, Friends, and other
Contacts.

Rewards
Issue rewards based on the following
criteria (p77):
Play Belief, Instinct, or Goal = 1 Fate.
Accomplish Goal = 1 Persona.
Break Belief = 1 Persona.
MVP, Workhorse = 1 Persona.
Embodiment = 1 Persona.

Losing a Character
Player loses character if they die, or if
Nature hits 0 or 7 (pp78 and 235).
Player makes a new character.
Player gives new character old Fate &
Persona points.
Player may give unspent checks to
other PCs.
Or player takes over as GM.

If the PCs succeed:

Successes

Dice:

Move on to the next obstacle.

Players Turn
Players have one check each plus any
checks earned in GMs Turn
(pp259-261).
PCs may not spend
two checks in a row.
PCs may pass
checks to other PCs.
Allies helping
players does not
cost a check.

Conflict Actions
Action 1
m Attack
m Defend
m Feint
m Maneuver

Use checks to (one check per action):


Recover conditions.
Buy gear with Resources.
Find Contacts with Circles.
Test Skills to gain future bonuses.
Start Conflicts (fights, chases,
arguments).

Winner lost about half their Disposition.


Loser gets nothing but winner gets
half their Goal.

Tying
Both sides Disposition is reduced to 0.
Both sides get their Goals.

Suggest tests to overcome first obstacle.


PCs may not recover conditions without
spending two checks.

Players may not earn checks on their


turn.
Use Twists to create cliffhangers.

Action 2
m Attack
m Defend
m Feint
m Maneuver

Action 3
m Attack
m Defend
m Feint
m Maneuver

2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/

Swords

Snakes

Axe

6 4 5 7

spring

summer

fall

winter

mmm

mmmm

mm

mmmmm

Disposition
Starting Current

A D F M
A
D
F
M

You might also like